Realms of Acadecia
While creating your character, it is important to decide the country from which your character hails. This not only decides your starting dialect, but also your bonus skills.
While nearly everyone in Acadecia speaks Common, each region speaks a different dialect. Think of it like English: there’s American English, the Queen’s English of Great Britain, Australian English, Irish English, et cetera. Each of them are speaking the same language, but the difference in dialects can make for plenty of miscommunication. And that’s just a few dialects — Spanish has dozens!
Whenever you are socially interacting with someone speaking a dialect you don’t know, you suffer a -4 penalty on all charisma-based skill checks. Dialects may be chosen whenever you gain new language options (such as from a high Intelligence modifier or the Linguistics skill).
Breakdown of Regions by Dialect or Racial Language
Dembaran: Archenholde, Dembram Republic, Hyperion.
Dwarven: Ner Dargonholme (also choose from Sierran or Suinvaran).
Durani: Durance Shiekdom*.
Echinean: Echinea(now only spoken in Zenboorne and Archom; Forsaken Kingdom speaks Abyssal), Southron.
Elven: Everwood (Zanthalon only).
Eronite: Four King Isles.
Goblin: GripGik (also gain Sierran).
Halfling: Fipp Republic (also gain Suinvaran).
Nomenkai**: The Upper Wastes.
Sierran: Grindel Territories, North & South Abel, Ransen.
Suinvaran: Durance Shiekdom*, Everwood (Settlements), North Velanaar, Velanaar.
Volgan: Volgan States.
* Durani is, in fact, a separate language from Common. However, due recent generations of more open trade with other nations, most commonfolk in Durance speak Suinvaran Common. The original Durani language is now spoken almost exclusively by the Sun Caste (holy men) and Water Caste (nobility).
** Nomenkai is its own language, spoken exclusively by the people of the small temperate band hidden deep in the frozen Upper Wastes. This region is referred to as No-kiu, and those from the area are also called Nomenkai, though most refer to them as “Wasters,” a name they generally do not appreciate.
Each country or region has a particular set of skills for which they are well-known. A starting character gains two bonus skill points at character creation. These skill points must be placed in skills from the list for his or her starting region. These skills immediately become class skills, regardless of the character’s class. Once chosen, these skills cannot be changed. Note that placing subsequent skill points into skills on the character’s Starting Region list do not retroactively make them class skills for you.
Bonus Skills By Starting Region
Archenholde: Craft (bowyery/fletchery), Profession (logger), Profession (miner).
Dembram Republic: Craft (blacksmith), Handle Animal, Ride.
Durance Shiekdom: Appraise, Diplomacy, Fly, Survival.
Echinea: Knowledge (nobility), Knowledge (religion), Stealth.
Everwood (Settlements): Craft (choose one), Perception, Survival.
Everwood (Zanthalon): Craft (alchemy), Craft (bowyery/fletchery), Stealth, Use Magic Device.
Fipp Republic: Bluff, Knowledge (local), Sense Motive.
Four King Isles (Bladelocke): Craft (armor), Craft (weapons), Profession (soldier).
Four King Isles (Eronar): Craft (choose one), Profession (choose one).
Four King Isles (Meliox): Appraise, Diplomacy, Profession (trader).
Four King Isles (Phorm): Craft (alchemy), Knowledge (choose one), Linguistics.
Gnomes: As per starting region (choose one).
Grindel Territories: Handle Animal, Intimidate, Profession (soldier), Ride.
GripGik: Craft (weapons), Intimidate, Stealth.
Hyperion: Craft (blacksmith), Handle Animal, Fly, Ride, Spellcraft.
Ner Dargonholme: Appraise, Craft (choose one), Knowledge (dungeoneering), Profession (mining).
No-kiu: Craft (choose one), Escape Artist, Linguistics, Perform (dance).
North Abel: Knowledge (local), Perception, Ride.
North Velanaar: Knowledge (geography), Knowledge (nature), Survival.
Ransen: Craft (blacksmith, Knowledge (dungeoneering), Profession (miner).
South Abel: Diplomacy, Knowledge (nobility), Linguistics.
Southron: Heal, Knowledge (nature), Survival.
Velanaar: Diplomacy, Profession (choose one), Swim.
Volgan States: Bluff, Intimidate, Knowledge (nobility), Sleight of Hand.
Note: If your game uses the Traits Optional Rule, the bonus skill points for your region count as one Trait.
Choosing a Faction
The Aspects of Center
In Acadecia, people do not worship physical deities, but rather the very Universe itself. People place their faith in the very soul of reality. It is theorized that the soul of reality lies at the very center of the multiverse. Thus, it is referred to as Center.
While everyone worships the multiverse, it means different things to different people. Over the centuries, like-minded people gathered together to form churches worshiping Center in their own way. Over time these churches have come to represent different Aspects of Center. While the Aspects of Center page has more details on each of the factions, a brief list of the Aspects and their summarized tenets are given below.
All-Father: Kith and kin are the focus of life, and must be protected at all costs.
Chainbreaker: Order causes stagnation, and the ultimate freedom rests in throwing off the shackles of the status quo.
Central Truth: Everything in the Universe is connected; what one does to the world, one does to the self.
Earthmother: Nature is the ultimate beauty in the world, and its many facets are to be revered and even imitated.
King’s Crown: It is the divine right and burden of the noble class to rule, and this power must be used for the benefit of all.
Prisoner: The only true goal in life is to follow every impulse and indulgence, and live life to its fullest.
Raging Spirit: Life thrives on conflict, and everything is a battle. Each victory strengthens us, and each defeat teaches us a lesson.
Reaver: Everything turns in a cycle, and everything must come to an end at its proper time.
Retribution: Law and order are the key elements separating civilization from anarchy.
Sleeping Moon: The multiverse is rife with mystery and untold knowledge ready to be plumbed.
Thief: It’s every man for himself, and only the cleverest, strongest, or toughest will survive.
Waking Dawn: The multiverse is full of beauty, both within and without, to be treasured and preserved.
Gods in Acadecia
It should be noted that the worship of physical deities in Acadecia is not just frowned upon—it is outlawed. There is a strong reason for this: every last god is irredeemably insane.
Deities are not a natural occurrence in Acadecia as they are in other cosmologies. Every god was once a mortal man or woman who, through dark rituals thankfully lost to antiquity, managed to touch the infinite power and knowledge resting at the center of the multiverse. Even just a glimpse of this vast omnipotence is more than any mortal mind was meant to see, and it drove them mad.
Fortunately for the rest of the world, a god is only as powerful as his or her number of followers. The fewer followers, the less influence they can exert on the material realm. Therefore, every worshiper of the gods is imprisoned and isolated for the sake of the world. The fewer of them acting in concert, the less damage they can do.
A common example given is Duergon, once a great champion of the dwarven people. Duergon was beloved by all the dwarves, and held great political clout among the clans. When Duergon stumbled upon a ritual granting him deific power, his vanity swayed him into believing it was his birthright to rule the dwarves as a god, and he became a deity. His mind, which had held strong against the vilest domination magic of wayward sorcerers and foul extradimensional beasts, instantly shattered. Most dwarves turned away from him then, but several still blindly worshiped him as their hero. Over time, these worshipers were twisted and malformed by their god’s divine madness, and they were cast out into the very depths of the earth. Thus the Duergar were born.